{CTZDS1}

paths {
    object = resources/objects/;
    gfx = resources/graphics/;
    misc = resources/misc/;
    sound = resources/sound/;
     definition = resources/scripts/definitions/;
    shaders = resources/shaders/;
    video = resources/video/;
    tracks = resources/tracks/;
}

system {
    start = 00:00:000;
    stop = 02:30:850;
    texture_compression = false;
}

screen {
    width = 1280;
    height = 720;
    bpp = 32;
    fullscreen = 0;
    near = 1.0;
    far = 1000.0;
    fsaa = 0;
}

sound {
    play = 1;
    file = SimReich_Test.mp3;
}

objects {
	arena = arena.vbo;
    droid = droid.vbo;
    master_droid = MasterDroid.vbo;
    //zeppelin = zeppelin.vbo;
}

graphics {
	box_north = SimReichSkybox1.png;
	box_east = SimReichSkybox2.png;
	box_south = SimReichSkybox4.png;
	box_west = SimReichSkybox5.png;
	box_top = SimReichSkybox3.png;

    //zepScrollLight = ScrollerLight.png;
//    sprite = light.png;
    sprite = Particle4.png;
    hstripes = clouds.png;
    noise = Noise2.png;
    overlay_robot = FrameOverlayRobotView.png;
	overlay_normal = FrameOverlay.png;

    ctzlogo = CTZ.png;
    flagbg = FlagBackground.png;
    //presents = presents.png;
    simreich = SimReich.png;
    simreich_overlay = SimReichOverlay.png;
    simreich_trans = SimReichTransparent.png;
    human_overlay = HumansOverlay.png;

    killall_overlay = KillAllOverlay.png;
    robotsunite_overlay = RobotsUniteOverlay.png;

    font = Font.png;

	// Flag
	ShieldDecal = ShieldDecal_1024.png;

	//light_gradient = ShadeGradient8.png;
	//light_gradient2 = ShadeGradient9.png;

    tabletex = RedStripe.png;
    blur_kernel = Kernel.png;

    Particle.png = Particle2.png;
}

animation {
    flaganim = flag.anim;
}

binary {
    //zeppelinScroll_map = zepscroller.raw;
}

video {
}

shaders {
	light_directional = standard_light_directional_2;
	light_directional_fog = standard_light_directional_2_fog;

	light_textured_directional = standard_light_textured_directional_3;

	// default shaders
	standard_light = standard_light;
	standard_texture = standard_texture;

	// Custom shaders
	arena_shader = simreich2;
    light = standard_light;
    distort = DistortShit;
	crowd = crowdfiller;
	texturetrans = texturetrans;
	//particle = particlesprite_texproj;
	//particlesprite = particlespriteboom;
	texture = texture;
	color = color;
	wireframe = wireframe;
	volmeter = volmeter;
	texturecolor = texturecolor;
	colormaterial = colormaterial;
    flag = Flag;
    laplacian = Laplacian;
    lens = Lens;
	blurx = blur_x;
	blury = blur_y;
	screen = screen;
    tablefx = Tunnel;
    dof_shader = DepthOfField;
    gaussian_x = Gaussian_x;
    gaussian_y = Gaussian_y;
    crowd_vu = CrowdVU;
    scale_y = Yscale;
    zoom_blend = ZoomBlend;
    dilate = Dilate;
    pixelate = Pixelate;

    particlesprite_stream = particlesprite_stream;
	crossfade = crossfade;
    color_pattern = ColorPattern;
}

framebuffers {
    offscreen = 1024,1024,COLOR_BUFFER,DEPTH_BUFFER;
    offscreen2 = 1024,1024,COLOR_BUFFER,DEPTH_BUFFER;
    offscreen3 = 1024,1024,COLOR_BUFFER,DEPTH_BUFFER;
    offscreen4 = 1024,1024,COLOR_BUFFER,DEPTH_BUFFER;
	blurx = 256,256,COLOR_BUFFER;
	blury = 256,256,COLOR_BUFFER;
	crowd_buffer = 256,24,COLOR_BUFFER;
}

// ---------------------
//  Effect definitions
// ---------------------

// --- Main Effects ---

zeppelin * ZeppelinEffect {
    //zeppelin = objects[zeppelin];
    background = graphics[box_west];
}

flags * FlagEffect {
    ctzlogo = graphics[ctzlogo];
    flagbg = graphics[flagbg];
	flagshader = shaders[texture];
}

arena * ArenaEffect {
	arena_shader = shaders[light];
	texture_shader = shaders[texture];
    arena_scene = objects[arena];
    //zeppelin_scene = objects[zeppelin];
    sprite = graphics[sprite];
    shader = shaders[crowd];
    flag = shaders[flag];
    dof_shader = shaders[dof_shader];
    crowd_buffer = framebuffers[crowd_buffer];
}

formations * FormationEffect {
    droid = objects[droid];
}

master_droid * MasterDroidEffect {
    master_droid = objects[master_droid];
    zoom_blend = shaders[zoom_blend];
    blurx = framebuffers[blurx];
    blury = framebuffers[blury];
}

skybox * SkyboxEffect {
	texture_north = graphics[box_north];
	texture_south = graphics[box_south];
	texture_east = graphics[box_east];
	texture_west = graphics[box_west];
	texture_top = graphics[box_top];
	//texture_bottom = graphics[box_bottom];
	ypos = 12.0;
	scale = 900;
}

laplacian * LaplacianEffect {
    laplacian = shaders[laplacian];
    dilate = shaders[dilate];
    source_buffer = framebuffers[offscreen2];
	tmp_buffer = framebuffers[offscreen4];
}

lens * LensEffect {
    lens = shaders[lens];
    source_buffer = framebuffers[offscreen3];
}

HUD * HUDEffect {
    dummy = dummy;
}

distort * DistortEffect {
    hstripes = graphics[hstripes];
    noise = graphics[noise];
    offscreen = framebuffers[offscreen];
    distort = shaders[distort];
}

glow * GlowEffect {
	blurx_shader = shaders[gaussian_x];
	blury_shader = shaders[gaussian_y];
    blur_kernel = graphics[blur_kernel];
	source_fbo = framebuffers[offscreen];
	blurx_fbo = framebuffers[blurx];
	blury_fbo = framebuffers[blury];
	screen_shader = shaders[screen];
}

crowdvu * CrowdVUEffect {
    crowd_vu = shaders[crowd_vu];
}

volummeters * VolumMetersEffect {
    //volummeters = objects[volummeters];
    scale_y = shaders[scale_y];
}

robotbomber * ParticleBombEffect {
  dummy = dummy;
}

camera * CameraLensEffect {
 dummy = dummy;
}

radial_blur * RadialBlurEffect {
  zoom_blend = shaders[zoom_blend];
  offscreen = framebuffers[offscreen3];
  blurx = framebuffers[blurx];
  blury = framebuffers[blury];
}

fade * FadeEffect {
   dummy  = dummy;
}

crossfade * CrossfadeEffect {
	buffer1 = framebuffers[offscreen];
	buffer2 = framebuffers[offscreen2];
	shader = shaders[crossfade];
}

pixelate * PixelateEffect {
    pixelate = shaders[pixelate];
    source = framebuffers[offscreen3];
}

// --- Overlays ---

maskn * OverlayEffect {
    texture = graphics[overlay_normal];
    alphablend = true;
	shader = shaders[texturecolor];
}

maskr * OverlayEffect {
    texture = graphics[overlay_robot];
    alphablend = true;
	shader = shaders[texturecolor];
}

killall * OverlayEffect {
    texture = graphics[killall_overlay];
    alphablend = true;
	shader = shaders[texturecolor];
}

humans * OverlayEffect {
    texture = graphics[human_overlay];
    alphablend = true;
	shader = shaders[texturecolor];
}

robounite * OverlayEffect {
    texture = graphics[robotsunite_overlay];
    alphablend = true;
	shader = shaders[texturecolor];
}

simover * OverlayEffect {
    texture = graphics[simreich_overlay];
    alphablend = true;
	shader = shaders[texturecolor];
}

// ----- Text Writers ------

introwrite * TextwriterEffect {
    font = graphics[font];
	text = sim reich;
    color_r = 1.0;
    color_g = 0.0;
    color_b = 0.0;
    boxsize_x = 2.60;
    boxsize_y = 2.0;
    position_x = -0.25;
    position_y = 0.1;
}
deploywrite * TextwriterEffect {
    font = graphics[font];
	text = mainframe: deploy robots|robots intiated;
    color_r = 1.0;
    color_g = 0.0;
    color_b = 0.0;
    boxsize_x = 1.30;
    boxsize_y = 1.0;
    position_x = -0.78;
    position_y = 0.8;
}

textwrite * TextwriterEffect {
    font = graphics[font];
    text = ...ipl|system start... bios loading................|init program: contraz - kill all humans v3.1|||instructions...||terminate darklite|terminate ephidrena|terminate excess|terminate kvasigen|terminate nature|terminate playpsyco|terminate spaceballs||loading complete|start destruction;
    //text = 10...0x00000005|15...0x0000000a|20...0x00000002|30...0x0000a005|35...0x0000f009|40...0x0000b0bf|50...0x0000c0c0|60...0x00000004|70...0x00000cc0|75...0x000090a2|80...0x0000ffff;
    color_r = 1.0;
    color_g = 0.0;
    color_b = 0.0;
    boxsize_x = 1.10;
    boxsize_y = 1.0;
    position_x = -0.75;
    position_y = 0.80;
}

credwrite * TextwriterEffect {
    font = graphics[font];
    text = dran - enex - phlaton - binf|contraz - solskogen 2010;
    color_r = 1.0;
    color_g = 0.0;
    color_b = 0.0;
    boxsize_x = 1.30;
    boxsize_y = 0.81;
    position_x = -0.85;
    position_y = -0.52;
}
